RE: Atheory's Alt-History Scenario Depot
2a - Calais_44 (300 Turns, June 6th through July 6th)
The hypothetical allied invasion of Europe through the Pas-de-Calais region instead of Normandy. This uses the France'40 game with
a modified Normandy'44 OOB. The 15th Army was constructed from the ground up, along with the units and defenses in the region.
Countless hours were poured into the accuracy of the beache defenses and 15th Army. While not perfect, it is quite viable.
Allied Strategy -
Get off the beaches as quickly as possible, and push inland. As you push inland you will have a choices to make. Victory lies in either
pushing for Antwerp, or Amiens or both if you can swing it. You will find that you can choose to either assault the coastal cities or
not. The coastal cities are incentavized by a VP Location and an enhanced supply source representing a greater efficiency from the ports.
However, these are not essential to victory unless you make them so. Plan your strategy wisely.
Airborne forces have two missions. Secure bridges across canals/rivers and help assault the beaches where possible. Airborne and special
units are withdrawn by June 12.
Anti-tank ditches are setup along the beaches to represent the atlantic wall. Engineers must damage these as quickly as possible to allow
for assaults.
Carpet Bombers are released at certain intervals. You may want to plan additional offensives around those dates. Just look at the air
availability to see these dates.
German Strategy -
Time is your friend. Delay the enemy wherever possible. Allow reinforcements, especially armor, to arrive and counter-attack. Use the
rivers to withdraw worn out units behind to recover. The named coastal batteries have been made available to use for fun. These are
considered siege guns, so will only fire once per turn, and do not auto-defense fire. Germans have the added bonus of inland supply points.
Use these to form hedgehog defenses, or Festungs if the situation requires it. Just don't forget to counter-attack, you must push the enemy
back to the beaches to win.
Since the map is large, some rail capacity is permitted. It is advisable to use this mostly at night, but use it at your own risk. Use your
recon units to screen your flanks while you concentrate in force for counter-attacks.
Air interdiction can be nasty at times. You can either weather it through day-time movements or wait until the safety of night. Since allied
victory can be achieved by either taking Amiens or Antwerp, you have a lot of map to defend. Plan well.
Additional Notes/Features -
1)German player has supply sources inland too, which can allow for pockets should the situation develop in that way.
2)Allies lack inland supply sources, so be mindful of counter-attacks that threaten your supply lines.
3)There are some RR artillery off tracks. This was intentional for historical relevancy.
4)Information was lacking, but attempted to stay true to the concept of reserve forces manning the 2.Stellung (or 2nd line of defense)
5)Moving through ZOC is permitted, but requires full movement allowance. I was never a fan of checkerboard defensive lines.
Winning Conditions
26 VP Locations
Allied Major Victory = 21+
Allied Minor Victory = 16+
Draw = 7+
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